float crit_chance = 0.0f;
switch(spellProto->DmgClass)
{
case SPELL_DAMAGE_CLASS_NONE:
switch (spellProto->Id)
{
case 379: // Earth Shield
case 33778: // Lifebloom Final Bloom
case 64844: // Divine Hymn
case 8349: // Fire Nova
case 8190: // Magma Totem
case 3599: // Searing Totem
break;
default:
return false;
}
It’s quite a bad idea, we should always find a more general and wiser way to do stuff (like the comment that is in that commit); hardcoding spell ids is bad
So this is a bad way of making these totems and fire nova able to crit? Anyone have any other ways of doing this?
And Nay, you mean we should use the database to enable certain spells to crit? I do think storing it in the database would be a easier and faster way of doing this
No that would be bad as well; I’m talking about finding one attribute or those spell classes (etc) that match all the spells that are able to crit. Or do what Cron said